Archive for the MULTIPLAYER BUILDS Category

Important Site Update!

Posted in MULTIPLAYER BUILDS on March 23, 2012 by Lucien Midnight

Hey everyone, due to your continued support of the site I’ve decided to purchase the me3multiplayer.com domain name and switch the site over to a third-party hosting service. This will allow me to transfer over all the content, and then fully customize and add to the site. I’ll be able to bring much more advanced features to the table and hopefully begin advertising so that I can sustain the site for ever!

The website may be down for a bit during this time of transition and I thank you all for your patience. We’re getting thousands and thousands of unique visitors each day, which is really exciting. I will be working hard to foster the Mass Effect 3 Multiplayer community here at this site as much as possible.

Catch you on the flip side…

-Lucien Midnight

Turian Blademaster – by PD ORTA

Posted in MULTIPLAYER BUILDS, SENTINEL, Turian Sentinel with tags , , , , , , on March 21, 2012 by Lucien Midnight

Build:
Turian Blademaster  - by PD ORTA

Power Evolutions:
Tech Armor:(4)Durability, (5)Melee Damage, (6)Durability
Warp:N/A
Overload:(4)Chain, (5)Recharge, (6)Shield Damage
Turian Veteran:(4)Damage+Capacity, (5)Headshots, (6)Fitness Expert
Fitness:(4)Melee Damage, (5)Martial Artist, (6)Fitness Expert

Weapons:
Since you’ll be upclose and personal alot of the time a shotgun is probably your best choice of weapon. While this is a Melee class, use of overload is important for dropping shields/barriers for quick Melee kills, so staying reasonably light is a good thing. The Disciple or Katana are good choices for this class, you can also add a blade to strengthen your melee even more.
As a back-up and so you can fight at all distances, go with a scoped heavy pistol (with the headshot bonus enemies go down quick).

Strategy:
Basically you’re the tank for the team. But don’t go “Full Krogan” and charge into a group of enemies solo Melee’ing away, while you may get out in one piece… you probably won’t. With a team backing you, you’re the spearhead destroying everything with your Overload, Shotgun and Twin blades (make sure to get a melee kill in early so the bonus kicks in).

Play the way your team does if you’re on an offensive team, lead from the front and take advantage of your close range abilties. If you’re on a defensive team hang back and use your pistol and wait for the enemy to come to you. Once they’re in range break out the shotgun and melee away. If you get swarmed by enemies and need to make a run for it explode your tech armor, it may buy you the time you need to escape.

Noob Rating: (scale 1-5, 1 is easy for everybody!)

2.5. This class is as easy or as hard as you make. It’s all about about knowing when to fight and when to take flight.

Floatilla Guardian – by Keenblade

Posted in ENGINEER, MULTIPLAYER BUILDS, Quarian Engineer with tags , , , , , , , , on March 20, 2012 by Lucien Midnight

Build Title: 

Floatilla Guardian – by Keenblade
Power Evolutions:
Sentry Turret: shields&damage (4), cryo ammo (5), rockets (6)
Incinerate: radius (4), recharge (5), freeze combo (6)
Cryoblast: radius (4), cryo explosion (5), recharge (6)
Quarian Defender: damage & capacity (4), power damage (5)
Fitness: (1), (2), (3)

Weapons:
Carnifex or Scorpion, if you don’t have those, then I recommend any SMG that gives +200% recharge speed.  Must have a pistol scope mod, or SMG scope mod for best results.  Alternative weapon choice for power sniping would be a Mantis, though you’ll want the Mantis X for the reduced weight.  Note that the Mantis will be much heavier than any pistol option, but hit far harder.

Strategy:
Depending on your weapon choice, you’ll do AoE damage with each shot.  Be sure to place these shots with the Scorpion carefully since it’s a relatively slow projectile and rather easily dodged, but can hit behind cover if properly placed.  Your primary use of weapon is to increase the distance at which you auto-target enemies with your powers by aiming through the scope mod.  Lob cryoblasts into large groups and follow with pyroblast for large tech bursts.  If you find your team is camping your targets, cryoblast anything that you can target, then start sniping with the carnifex after lobbing a pyroblast.  *I fondly call the missile upgrade my “stupid turret” since it fires the long-range missile at the nearest enemy, but will indicate the direction of an enemy it CAN target before they are found…  Even if that enemy is on the other side of a wall.  The cryo ammo can set up your own kills for sniping with a heavy pistol, or support your squad while you hunt on your own with cryo/pyro tech bursts.

N00b Rating: (scale 1-5, 1 is easy for everybody!)

3. It is important to note that the more aggressively you play this, the greater your risk of death, but the greater you score is if you don’t get executed or bleed to death early in the round.  If you want to rank above 3rd, you’ll need to learn to be good without allies near you, otherwise you simply set-up all of their kills.  You may well be camped by your own team.  If this happens, switch to a more support role of freezing anything that moves and tech-bursting it for the kills you can get.  The more assists you get with this build, the lower you’ll rank in the match.  You have been warned.  :)

-edits by Lucien Midnight

Drell Grenadier – by M3ga7ron

Posted in ADEPT, Drell Adept, MULTIPLAYER BUILDS with tags , , , , , , on March 19, 2012 by Lucien Midnight

Build Title:
Drell Grenadier – by M3ga7ron

Power Evolutions:
Reave: Radius(4), Damage Reduction(5), Damage and Duration(6)
Pull: (1),  (2), (3)
Cluster Grenade: Force and Damage(4), Damage Combo(5), Force and Damage(6)
Drell: Assassin: Damage and Capacity(4), Power Damage(5)
Fitness: Durability(4), Shield Recharge(5), Fitness Expert(6)

*Note* You can swap the Damage Combo(5) for Cluster Grenade to Grenade Capacity(5) instead. Also you can swap Damage Reduction(5) for Reave to Recharge Speed(5) if you feel the 10% is unnecessary

Weapons:
Personally for me, I use the Falcon with this character because it allows me to land pull on unprotected enemies without having to worry about em dodging it. Alternatively you can use any weapon you like, but try to keep the recharge speed as close to +200% as possible.

Strategy:
This build excels in small maps with tight spaces such as Firebase Glacier, all it take is Reave+Cluster Grenade to take out a group of enemies. When faced with unprotected enemies such as geth trooper, hit em with Falcon first before casting Pull on them to ensure that they don’t dodge it and cast Reave to finish the job. If you face a lone enemy with shields, take down the shield with your weapon first then do the Pull+Reave combo, but if you are facing a group with 2+ shielded enemies, you have the option of Reave+Cluster Grenade instead(If you want to save grenades, take down shields and pick em off with Pull+Reave).

N00b Rating: (scale 1-5, 1 is easy for everybody!)
2.5- This build requires you to actively search through ammo caches for grenades, also requiring you to land good grenade tosses. Take advantage of the fact that Falcon can stagger enemies. Ex. if you are up against geth, and there is a group of three to four pyros with one of them lagging behind, stagger the three in the front and wait for the 4th one to clump up, then Reave+Cluster Grenade to watch em all die to the biotic explosion. Other than that, this build is relatively simple to play, just play it like any other class.

ps. This build can take down Brutes with two Reave+Cluster Grenade combo on any difficulty.

-edits by Lucien Midnight

Biotic Ninja – by Collin

Posted in Drell Vanguard, MULTIPLAYER BUILDS, VANGUARD with tags , , , , , , , , , , on March 18, 2012 by Lucien Midnight

Build Title:

Biotic Ninja

Power Evoultions:

Charge:  Radius (4)

Pull:  Radius (4), Expose (5), Duration and Combo (6)

Cluster Grenade:  Radius (4), Max Grenades (5), Force & Damage (6)

Drell Assassin:  Damage & Capacity (4), Power Damage (5), Pistols (6)

Fitness: (1), (2), (3)

Weapons:

I’m of two minds here.  If you use my above build, I would say go with the Carnifex.  The capacity and pistols modifiers should keep you light.  If you want to play more conservatively (my preference) I would change out the final evolution from Pistols to Weapon Damage and rock an SMG.

Strategy:

There are actually two strategies with this build.  The primary function is to serve and a mobile, close range biotic assassin.  You would set up your initial attack preferably from a flank and fire off a Pull, followed up by Charge to trigger the biotic explosion.  The pull evolutions should enable you to decimate a tightly clumped group of enemies within one attack.  If there are still enemies standing, end them with a point blank cluster grenade.  Speaking of grenades, use these liberally.  You have more movement speed than any other race and you should exploit this.  Use grenades as long range novas and use them on protected enemies.  A charge + grenade can do some serious damage to a Banshee or Phantom.

The other strategy is a bit more conservative.  As I alluded to in my weapons brief, if you want to play more conservatively, instead of pistols for Drell Assassin, take damage and use an SMG.  Just as in previous games, SMGs are high rate of fire guns that are ideal for stripping shields and barriers if you lack an overload-like ability.  Once you’ve dropped their shields/barriers, follow through with your Pull > Charge > Grenade combo.  For this, I’d run with a Locust.


N00b Rating: (scale 1-5, 1 is easy for everybody!)

5, no question.  This is a close range vanguard for optimum damage.  You have the grenades for a mid to close range nova but let’s be frank, Drell are squishy.  Learn to dodge, ESPECIALLY backwards.  Once you’ve fired off your combo DO NOT CHARGE AGAIN, backflip out of there and duck into cover.  You MUST capitalize on hit and run tactics, you can’t ‘tank’ like a human vanguard or asari.


-edits by Lucien Midnight


Color Scheme:

Be a stylish ninja, I like this color scheme:

PrimaryColor – A 16

HighlightColor – B 9

By using black (A 16) as the primary color, any highlight colors will show up much darker.  This will net you a nice dark red, perfect for the blood you will spill (hopefully more of your enemy’s!)

I Have to Win. – by Jeff

Posted in Human Soldier, MULTIPLAYER BUILDS, SOLDIER with tags , , , , , , on March 18, 2012 by Lucien Midnight

Build Title:

I Have to Win. – by Jeff

Overview

The Alliance Soldier is not powerful like the krogan, not graceful like the asari, not cunning like the salarians, not stealthy like the drell, not technologically savvy like the quarians, and not as disciplined as the turians. But the humans that enlist in the Alliance Navy know that they have to get the job done. Considering what they have had to face since the start of the Mass Effect series, he/she needs to be ready to face anything. Humanity is still considered young and fledgling amongst the other species in the galactic community. And acting like they do, many have their eyes on them. That is why each soldier needs to push him/herself on the battlefield. Every shot, every manuever, every thought is looked at under a microscope. That soldier has to win at the end of the day. With humanity under a microscope, every action counts. With all the different threats humanity faces as it struggles to find its place on the galactic stage, they need to be ready for anything. They have to win.

Power Evolutions:
Adrenaline Rush: Damage (4), Power Duration (5), Shield Boost (6)
-This way, you can hit hard when you’re ready and you won’t get ripped apart right away if you step out of cover. Simple, yet effective. The Soldier isn’t meant to be fantastic with fancy tech/biotic powers. He’s paid to shoot and kill the enemy. I find myself not relying on it that much, and more so on Concussive Shot. But it’s great when you require concentrated fire.
Concussive Shot: Level 3
-You only need to knock the enemy on his ass (or be a cheapskate with your ammo). Even if you stagger the enemy, it keeps him in place for you to pulverize him with your shotgun or your assault rifle depending on how close you are. Every second counts. Outside of Frag Grenade, this is your primary power that you’ll be using.
Frag Grenade: Damage (4), Max Grenades (5), Armor Piercing (6)
-I find the Frag Grenade to be the staple of my attack. Drawing the enemy into a chokepoint and throwing a grenade can cripple if not kill several mooks at once even without the radius bonus. Once you learn how to throw the frag grenade, you will be a threat in many forms. The Armor-Piercing ability will help against Ravagers, Brutes, and anything else that lost its shields/barriers.
Alliance Training: Weapon Damage (4), Headshots (5), Weapon Damage (6)
-This is all about what the Soldier does best, gunning down the enemy and nothing more. Even with basic weapons, you can do quite the amount of damage. If you’re feeling lucky and skillful, swap the shotgun with a sniper rifle and really take advantage of the headshot bonus. Otherwise, use mods that boost your accuracy and aiming abilities and the Avenger will do the job.
Fitness: Durability (4), Shield Recharge (5)
-The Melee bonus you get at Level 3 will be all you need. You’ll be meleeing mooks and crippled lieutenants. Anything else at close range gets shotgun treatment before or after your heavy melee attack. This is tantamount to the Soldier’s need to win, not to look fantastic. Who cares if you’re ‘boring’. No soldier complains about boredom on the battlefield. He/she is happy to be able to walk off the battlefield at the end of the day.

Weapons:
Primary: M-8 Avenger: Your bread and butter. Easy to use, surprisingly effective with power and accuracy. If you get a Phaeston, use that instead with scope and damage output.
Secondary: M-27 Scimitar: Not extremely powerful, but effective for the frantic one with an enemy in his face. If you miss, you can quickly fire again and hope you hit your mark.

Strategy: 
While effective at long range, you will do best at medium range even with the shotgun. If using the assault rifle, take advantage of choke points. With the scope, you can easily line up several shots and unload. If the enemy gets close, switch to the Scimitar. If the enemy is too close, use the Heavy Melee. If the enemy survives, blast him with the Scimitar. If the enemy is bunched up, Frag them.
The Soldier will run into problems though against advanced enemies such as Phantoms and Brutes. While not weak to them, the Soldier will have trouble combatting them. Ally with someone who will compensate for your offensive weaknesses as the build tries to be strong but inches closer to defense rather than offense. You will want an Adept or Engineer in your team to supplement your weaknesses. In return, you protect them with your undying resilience.
You can opt the sniper rifle in over the shotgun, but you’ll be fighting from further away as your close quarter encounters will be hazardous (Husks, Phantoms, Geth Hunters). If you do come across a Phantom/Hunter, use your Concussive shot, then frantically fire the Scimitar and pray it kills them.

There’s a war out there. A big one. The war of all wars. And you HAVE to win.

N00b Rating: (scale 1-5, 1 is easy for everybody!)

1.5. I’m going to say the newb (I have faith in newbies) rating is a 1.5. Very easy build to use for the person just getting started in ME3′s Multiplayer.

 

-edits by Lucien Midnight

Invisi-Sniper – by Cookiegobbler

Posted in Human Infiltrator, INFILTRATOR, MULTIPLAYER BUILDS with tags , , , , , , , , , , on March 18, 2012 by Lucien Midnight

Build Title: 
Invisi-Sniper – by Cookiegobbler
 
Power Evolutions:
Tactical Cloak: Damage (4), Recharge Speed (5), Sniper Damage (6)
Cryo Blast: (1), (2), (3)
Sticky Grenade: Radius (4), Armor Piercing (5)
Alliance Training: Weapon Damage (4), Headshots (5), Weapon Damage (6)
Fitness: Durability (4), Shield Recharge (5), Durability (6)

 
Weapons:
Any one-hit-kill weapon. Preferably of the highest level to minimize cooldowns combined with the Sniper Rifle Extended Barrel for extra damage.


M-92 Mantis
Your starter weapon. Any level will do since it already has a low weight value. I would recommend putting the Piercing Module on it till you get one of the better weapons so you can deal with enemies in cover and Cerberus Guardians.
 
M-98 Widow X
I recommend not using it till it is upgraded to level “X”. The reason for that will be explained in the strategy section below. Since this gun can pierce through cover and Cerberus Guardians, I would suggest using an Enhanced Scope for when you need to deal with fog while fighting Cerberus.
 
Black Widow X (Extremely rare!)
The Black Widow only improves upon the M-98 Widow. Although it has a lower damage rate (which is compensated by the Sniper Rifle Extended Barrel), it does have 3 bullets per clip. It is likely you can get all 3 shots off before the cloak “buff” wear off.
 
Javelin X (Extremely rare!)
I use this gun personally cause it’s just superior to all the other in terms of usefulness. It’s not the most damaging, but it does have the most perks. Not only can the Javelin pierce through cover, it also has a build in Enhanced Scope. Meaning that with this gun you can (theoretically) have ALL the modules on one Sniper Rifle.
 
Strategy:
The strategy is based around being a durable and devastating sniper and is build utilizing Cloak to maximize your damage done. You will want to do the most amount of damage possible in a single shot while being cloaked ~50% of the match, that’s why it’s wise to use the weapon that’s the most upgraded. 
 
Being a sniper also means you’ll want to keep your distance, but don’t worry you have a nifty CC ability in hand just in case. Use your Cryo Blast when an enemy tries to get close. Rank 3 should suffice.
 
When the enemy is grouped up, use your Sticky Grenade. The Sticky Grenade is the most accurate of all the nades since you can throw it against a wall near you enemy and it’ll stick (obviously), so even if you miss you can still hit (instead of bouncing of the wall and landing 700 miles away from him -_-).
 
N00b Rating: (scale 1-5, 1 being the easiest.)
Newcomers: 3
The sniper’s learning curve takes time to get used to, especially if you’re a newcomer to shooters. Best thing to do is to disable Enhanced Pointer Precision in the Windows Mouse Configurations menu, disable in-game Mouse Dampening and disable in-game Mouse Smoothing(*). Play around with the in-game Mouse Sensitivity until you’re satisfied. Your sensitivity should be low enough to be able to “track” your opponent while also be high enough for you to be able to turn 180° quickly. Mine for example is set to 15.
 
Experienced Player: 2
Knowing when to use and how to combine your abilities is crucial!
For example; If your cloaked and you throw a Sticky Grenade, it’ll do more damage.
 
Javelin Users: 3-4
3. If you’re an experienced player. The reason for this being is that the Javelin “builds up” it’s shot. Meaning when you press the mouse button you need to keep it pressed for ~0.5 seconds before the gun actually fires, this can cause enemies to jump away/turn around cover/suddenly change direction resulting in you missing the shot.
4. If you’re a newcomer. Since this gun “Builds up” it’s shots it has a steeper learning curve then the other Sniper Rifles. It’s crucial that you know how to “track” your enemy till the gun actually fires.
 
 
Appearance:
Infiltrator, Female Human C10 A16 A16 3:A16 C1 
(this makes for an awesome looking Digital Camouflage look)
 
(*) IMPORTANT! (for the tentative reader)
Enhanced Pointer Precision is a build-in windows feature that makes the mouse pointer react to the speed of the mouse. Meaning a slight, quick jab with your hand will result in the mouse pointer being from one end of the screen to the other. Now in Windows or an RTS game that doesn’t sound like that big of a deal. In a shooter however it can screw with your sensitivity. In a shooter, you want consistent aiming!
 
Mouse Dampening is a feature in Mass Effect 3 that’s basically the opposite of Enhanced Pointer Precision. What it does is lower your sensitivity the slower you move your mouse, the slower your camera movement will be. Meaning if you’re trying to track your enemy he can actually move faster than you move your reticule. This feature can seriously screw with your aiming. In a shooter, you want consistent aiming!
 
Mouse Smoothing is a feature that is present in most games that makes the mouse sensitivity react to your computer’s performance. What it does is it actively adjusts your in-game mouse sensitivity on the fly based on your current FPS (Frames Per Second) rating. Meaning the lower your Framerate, the higher the sensitivity and because framerates change constantly that also means your sensitivity will change constantly. This is a very, very bad feature to have on if you’re looking to improve your aiming skills. However the only way to disable this in Mass Effect 3 is to use the Coalesced.Bin editing tool and change its value from “True” to “False”.

Cash Money – by Lucien Midnight

Posted in Drell Vanguard, MULTIPLAYER BUILDS, VANGUARD with tags , , , , , , , on March 16, 2012 by Lucien Midnight

Build Title:

Cash Money – by Lucien Midnight

Power Evolutions:

Biotic Charge: Radius (4), Power Synergy (5), Barrier (6)
Pull: Radius (4), Expose (5), Duration & Combo (6)
Cluster Grenade: N/A
Drell Assassin: Damage & Capacity (4), Power Damage(5), Pistols (6)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

Weapons:

Use your favorite pistol. I like the Carnifex which is why i’ve selected Pistols (6) for the final rank in Drell Assassin. If you use a lighter pistol you could most likely afford to drop that evolution and spend the point on the first three ranks of Cluster Grenade for some backup damage in case you get stuck with your shields down. This class can also be spec’d to use a shotgun such as the Katana but perhaps i’ll add that build later. ;)

Strategy:

First you need to find group of enemies that are within 2 meters of each other. This happens most frequently when enemies first begin to spawn at the beginning of each wave, at certain choke points created by the map or your teammates, and in small rooms where hack objectives are located. When you see such a scenario it’s time for you to make that money…

I’ve spec’d pull and biotic charge to affect multiple enemies. The combination of these powers causes a biotic explosion, so hit multiple enemies with pull, then those same enemies with your biotic charge and viola! You’ve bio-blasted the crap out of them. This is very difficult to achieve, so make sure you aim and time your powers carefully. Don’t charge in, for example, on a good looking group of troopers if they are in front of two engineers, a turret, and an Atlas. You will certainly perish.

The Carnifex is excellent for headshots, but more importantly, it will help you remove shields from enemies. If you have a ton of ammo power upgrades, I’d definitely recommend disruptor ammo. Shoot at the head, take down those shields, pull, charge, BOOM. You will seriously mess up some enemies if you do it right.

N00B Rating: (scale 1-5, 1 is easy for everybody)

5. I’ve maxed out fitness to give the Drell a slightly better chance but his shields are only at 450 even with the upgrades. This class can do massive damage but you’ll probably end up bleeding out on the floor as a hot mess of guts quite often. Please post here and let me know if it’s even possible to use this class on a Gold run. Enjoy!

Appearance:

A8 A16 (Green Primary, Black Highlight)

-Lucien Midnight

My Ex-Girlfriend – by P4NCH0theD0G

Posted in ADEPT, Human Adept, MULTIPLAYER BUILDS with tags , , , , , , , , , on March 16, 2012 by Lucien Midnight

Build Title:

My Ex-Girlfriend – by P4NCH0theD0G

Power Evolutions:

Singularity: Duration (4), Recharge Speed (5)
Warp: Detonate (4), Lasting Damage (5), Recharge Speed (6)
Shockwave: Radius (4), Reach (5), Lifting (6)
Alliance Training: Damage & Capacity. (4)
Fitness: Melee Damage (4), Shield Recharge (5)

Weapon: 
Locust with Heavy Barrel and Clip Extension; Recharge Speed: +194%

Strategy:
Role: Support, Crowd Control, Biotic Boom, Let ‘em Fly.
Offense:

  • On unshielded enemies (especially crowds): short to medium distance: Singularity + Shockwave: Biotic Boom; + any non-dead enemies will hang helpless in the air for a second or two.
  • On unshielded enemies (especially crowds): long distance: Singularity + Warp: Biotic Boom.
  • On shielded/armored enemies: Warp + Shockwave: Biotic Boom; with weapon fire in between.
  • Going Solo on shielded/armored enemies (Nemesis, Centurion, Marauder):Warp+Heavy Melee+Shockwave: Biotic Boom
  • On Big Enemies (Atlas, Brute, Banshee, Prime, Ravager): Warp+Weapon Fire+Shockwave: Biotic Boom and Stagger from Shockwave
  • To Show Off: Unshielded Enemy: Shockwave+Heavy Melee: Shockwave leaves them hanging in the air, Melee knocks them out of the ballpark (or just kills them with a Melee Upgrade) – but you need to look/aim at them before melee-ing.

The Radius and Reach upgrades for Shockwave make it easier to hit even distant warped or floating targets, the Lasting Damage on Warp gives you more DPS and more time to trigger Biotic Boom. The Locust is basically an assault rifle, just smaller with less weight and does a decent job against everything, preferably at a distance.

Support:

  • Singularity+Shockwave for Crowd Control
  • Shockwave to Stagger the Big Enemies
  • Shockwave to give a second for revives or stop stompers
  • Shockwave to open up guardians
  • Singularity BEHIND a guardian for easy kills
  • Biotic Booms to take down shields, Big Enemies and for the AoE effect
  • Warp against Barriers and Armor
  • Setup or detonate Combos for Teammates

Generally engage from medium to long distance, make smart use of Biotic Booms (that’s why the Recharge Speed Upgrades) and support your team. Close Quarters is possible, but not advisable against more than two enemies.

N00b Rating: (scale 1-5, 1 is easy for everybody!)

1. You have a power for almost any situation and can spam in a pinch!

-edits by Lucien Midnight

Salarian Winfiltrator – by Barfwak

Posted in INFILTRATOR, MULTIPLAYER BUILDS, Salarian Infiltrator with tags , , , , , , , on March 15, 2012 by Lucien Midnight

Build Title:

Salarian Winfiltrator – by Barfwak

Power Evolutions:
Tactical Cloak: Damage (4), Recharge Speed (5), Sniper Damage (6)
Proximity Mine: N/A
Energy Drain: Damage (4), Shield Restoration (5), Damage Reduction (6)
Salarian Operative: Damage (4), Headshot Damage (5), Damage (6)
Fitness: Health & Shield (4), Shield Charge Delay (5), Health & Shield (6)

Weapons:
Any single-shot sniper rifle will work.  I prefer the Widow, as the build deals damage almost exclusively via the rifle.  The black widow should also work, although I do not have one in the multiplayer.  I would recommend using either a cyclonic modulator or adrenaline booster on gold difficulty; the cyclonic modulator synergizes with energy drain extremely well and makes this build almost unkillable.

Strategy: (for geth)
The central idea of the build is to maximize tactical cloak sniper damage while also maximizing survivibility.  In practice, this is very simple:  use the third-person camera to acquire a target, activate tactical cloak, scope the target, activate energy drain, and fire.  There is enough time to ED (energy drain) one target and attempt a rifle shot on another, but this can easily cause you to miss the shot if the targets are not adequetly grouped or are too close to your firing position to be able to pull your mouse between them fast enough.  You should try to execute your shot volleys as fast as possible, as firing outside of cloak is not going to deal sufficient damage to do what you want to do in almost all cases; however, if you have to deal with a spastic enemy or random screen shake don’t feel like you’re a bad player for hesitating to make sure you land that shot.  It’s always slower if you miss and have to reload.  Tactical cloak still provides all of its utility and mobility benefits, and does not need to be explained.

The effect this tractic has, overall, is that you can continue firing on the enemy when other classes ordinarily could not.  You can afford to soak hits and even bleed your entire shield while taking a shot or repositioning as long as you are ready to land an ED in your next shot cycle.  Not only are you harder to kill, but your overall damage output increases dramatically.

Try to avoid using energy drain while uncloaked.  The cooldown will be very long, especially if you are using any of the heavier sniper rifles.  There will be times when all you have time to do is cloak, drain and run (or, cloak, run and drain), but learning when it’s time to retreat is something that will make you a much, much better player.

It should also be obvious that this build is intended for use against the geth.  I have not tried using it against cerberus or reaper forces, but I expect it to not work very well.  Keeping the ED shield up as close to 100% of the time as possible is very crucial.

Note: after the [03.13.2012 multiplayer balance update] buff to the geth hunters I was unable to kill them with a single TC=>ED=>Widow headshot, as their shield was just barely high enough to absorb the ED.  It’s highly recommended that you play with someone using chain overload, both for the shield softening as well as the potential tech burst spam – remember, energy drain has a small AoE (area of effect, a.k.a. splash damage) by default.  The QI (Quarian Infiltrator) also synergizes well, as does the human soldier, krogan sentinel, and salarian engineer.  classes with lots of screen shaking biotic power spam are hard to play with unless you can afford to position yourself away from them; these classes aren’t the best against the geth anyway, so it should be a moot point.

N00b Rating: (scale 1-5, 1 is easy for everybody!)

4.5. I’d say something along the lines of 4-5.  Every missed shot is an enormous damage loss, and faster twitch reflexes will mean more accurate shots (and therefore more total damage and fewer active threats) over time.  You can play safely at a lower skill level, but the overall effectiveness is going to be reduced if you do not use ED to keep yourself in the fight and continue firing when other classes would be forced to take cover.  Practice makes perfect, though, so if you feel like you aren’t contributing just keep playing.  Any class that puts a high emphasis on making snap judgements and quick headshots has a wide range of effectiveness based on individual player skill, but it’s a range anyone willing to to spend some time playing can improve along.

-edits by Lucien Midnight

Follow

Get every new post delivered to your Inbox.

%d bloggers like this: